Cleric
Base Class: Cleric

The enrichment of one's self is seen by many as a holy act. For many domains in the pantheon, strengthening your body and mind is a truly blessed act. But for the gods of wealth, coin, prosperity or, yes, greed, there are other means to become more devout. Clerics under the domain of wealth know the true path to glory is paved in gold. 

Domain Spells

You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how domain spells work. You also gain the magic stone cantrip. You may use coins instead of pebbles for this cantrip, and if you do, the damage die becomes a 1d10 instead of a 1d6, and its range increases to 100 feet.

Wealth Domain Spells

Cleric Level Spells
1st charm person, distort value, magic stone
3rd arcane lock, gift of gab
5th incite greed, tiny servant
7th fabricate, Galder's speedy courier
9th animate objects, creation

Rising Stock

At 1st level, your devotion to a deity of coin, commerce, trade, and/or fortune has paid off, literally. If you would find or obtain any sort of currency, you find an additional amount equal to half the original amount found. 

Additionally, the monetary value of consumable spell components for you is halved, and you may consume an amount of currency equal to the required components' value in place of the component itself.

Channel Divinity: Object of Desire

Starting at 2nd level, you can use your Channel Divinity to imbue an object with divine beauty.

As an action, you cause an object to shimmer with holy light, and become irresistible to all who see it. You may throw the object to a point you can see within 60 feet of you. When a creature enters the object's area for the first time in a turn or begins their turn there, they must make Wisdom save against your spell casting DC or become charmed by the object for 1 minute.

Creatures charmed this way will spend their turn fighting to the death against any other creature within the object's area. If only one creature is within the area of the object, it will be incapacitated, too enamored to act. Affected creatures may attempt the save at the end of each of their turns.

Future Investment

At 6th level, your divine business savvy has extended to seeing the potential in other people. As a bonus action, you may touch a creature and Invest in them for 10 minutes. The creature gains temporary hit points equal to 1d10 plus your Cleric level.

For as long as you are Invested in the creature, they have a +2 bonus to their attack rolls and each time they succeed on an attack roll, their pool of temporary hit points increases by your Cleric level.

When a creature fails to hit with an attack roll or 10 minutes pass, your Investment in them ends, and all of their temporary hit points vanish. You may invest in a creature this way a number of times per long rest equal to your Proficiency bonus.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Free of Charge

Starting at 17th level, your pious wealth has spread to even your divine powers. Your spells themselves are now more profitable. Whenever you cast a spell of 5th level or lower, you restore a spell slot one spell level lower than the spell cast.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2024 6:17:10 PM
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